Another question: A mech's fuel bins store 9 days worth of coal. Is that 9 days of 24 hour activity? Or 9 days of 8 hour activity? I assume it is the first so a mech could operator for 27 days assume it was only on for 8 hours a day.

It depends - how realistic are you trying to be? For most groups, the 9 day limit is less of a resource-management challenge and more of an occasional adventure hook ("We've been running from the raiders for a week, and we're almost out of coal! What now?"). That keeps the focus on the PCs and the things they do, and off of the mechanics of how a mech operates, which is good because if we get too scientific the whole thing could fall to pieces on us.

But serious questions deserve answers. A steam-driven mech is "active" to some degree around the clock. It will burn more fuel when it needs more power, like when it's traveling or fighting, but it will always be burning some coal to keep its pressure up in case it needs to take action on short notice. It takes a while to heat enough water for a full head of steam. A mech that's only burning coal for 1/3 the usual time will probably have even less than 1/3 of the usual operating hours - it will have to warm up every day. Make sense?

Skinstealers have an unusual attack value for face grapple and hooks attacks. They are missing feats and skill points. The skill points used violate the maximum ranks allowed in a skill. Here is my suggested fix:

I'm trying to keep my updated skills as close to the original creature as possible. Forestrati has the correct skills but no feats. Dronog skills are off. Dronog also didn't seem to include -1 to hit for being large so I gave them weapon focus so that the attacks don't need to be adjusted.

(Why did you give Endurance to Forestrati since they don't really get much benefit from it? Mainly cause I want Diehard for advanced Forestrati but it seems like something you might have from surviving the lunar rain even if there is no rule reason.)

EDIT: Some more updated creatures. I've given the Dusk Devils the Run feat which removes the need for the Fast Run special quality. Their jump did not take speed into account.

Are the lunar traits a leftover from 3E when the product was converted to 3.5? I was trying to write up a creature in the later monster format used by wizards and realized creatures no longer have half damage from things and vulnerability only adds 50% damage not double. I suppose it could be changed to vulnerability to earth and resistance 10 to air, water, and fire. (I must say I don't really like that format for monster but can understand why it is useful for combat.)

A few questions about Net Cannons (Mech Manual). #1 do net cannons make ranged touch attacks, and #2 what are the ranges for net cannons? The Mech Manual only has a - in the range column for them, which I presume is a mistake.

hmm... looking it over a "-" normally means melee range, but that doesn't sound right for something cannon fired.

and as far as attacking touch vrs full. It doesn't say that either...the difference against mechs is nothing but against larger monsters would be interesting. I'd think touch normally. I'd have to check the basic net in the PHB for more input.

What do lunar dragons have in the way of natural attacks? I've gone back and forth through their entry, and find no mention of biting, clawing, tail-lashing, and any other of those other funky attack methods.

For further information, I'm trying a playtest against a Young lunar dragon.

A few questions about Net Cannons (Mech Manual). #1 do net cannons make ranged touch attacks, and #2 what are the ranges for net cannons? The Mech Manual only has a - in the range column for them, which I presume is a mistake.

By me.

Quote:

hmm... looking it over a "-" normally means melee range, but that doesn't sound right for something cannon fired.

and as far as attacking touch vrs full. It doesn't say that either...the difference against mechs is nothing but against larger monsters would be interesting. I'd think touch normally. I'd have to check the basic net in the PHB for more input.

By Seben-PistonRager

Still haven't gotten an official answer. You should really consider putting up an updating errata section, because while I hate to say it, there are some glaring errors in some of the books.

Yeah, I'd love to be important enough to do that... but I don't actually work for Mr. Goodman.

But lacking an official position hasn't stopped me from doing a lot. You could start a thread of the errors and inconsistencies and bug people till they get addressed, and possibly a compiled errata on the site.

Do small characters use only 1/2 a payload unit? I haven't found anything to suggest that. I'm inclined to say no they still use a full PU. We do know that the aboleth count as 4 crew but the Brine Worm only lists it as having 1 PU for crew and 1 open.

Do small characters use only 1/2 a payload unit? I haven't found anything to suggest that. I'm inclined to say no they still use a full PU. We do know that the aboleth count as 4 crew but the Brine Worm only lists it as having 1 PU for crew and 1 open.

I'd say they still count as 1 payload unit unless you stack them on top of each other.

I've got one: the Mech Manual has a mech called the Fell Hammer that is described as a mech for making other mechs, but I don't see any rules for this. How does using one or more of these affect the construction time and/or cost of making a mech?

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